Monk
Base Class: Monk

Monks of the Way of Ivgorod undergo intense mental and physical training to hone their minds and bodies into living instruments of divine justice. These monks are sacred warriors who channel divine power through sheer force of will. Healing waves, mantras of protection, and attacks empowered with holy might are all within their purview.

Deadly Reach

Starting at 3rd level, when you make an attack action, you may spend 1 ki to attack through your enemy in a line. If there is a creature behind your original target and your attack roll would hit it too, it also takes the damage. This applies to all attacks made until the end of your turn. If Flurry of Blows is used in the same round and hits, the creature hit is knocked prone, but the reach function does not apply to the additional attacks.

Mantras

Starting at 6th level, you gain two mantras of your choice from the following list, but you may only have one active at a time. You can change which of your two mantras is active using an action.

Creatures affected by your mantra lose the effect immediately upon leaving the radius.Your mantra is inactive if you are unconscious. You gain another mantra option at 17th level.

Alacrity

You and all allies within 15 feet of you gain advantage on initiative rolls.

Conviction

You and all allies within 15 feet of you deal extra damage equal to ½ your proficiency.

Cyclone

On your turn as a bonus action you can target a creature within 30 feet and attempt to pull them toward you. The creature must make a Strength saving throw (DC 8+ Proficiency bonus+ your Wisdom modifier) or be pulled 15 feet toward you.

Determination

You and all allies within 15 feet of you gain advantage on Death saving throws (and, if using the brutal damage rules, system shock saving throws).

Exalted Soul

You and all allies within 15 feet of you gain a bonus to any saving throws made equal to ½ your proficiency.

Harmony

Wildlife treats you and all allies within 15 feet of you one step more friendly than normal. For example, if a creature would normally attack on sight, it is now wary and will only attack if provoked (though the provocation can be small).

Healing

When you or an ally within 15 feet of you is healed and the roll is lower than the average the source would normally grant, they take the average instead.

Momentum

You and all allies within 15 feet of you gain a 10- foot bonus to your movement speed, as long as they are wearing light or no armor, and are wielding a shield no heavier than a kite shield.

Mystic Ally

You gain an elemental companion. This companion can make a single attack during your initiative, dealing 1 Martial Arts die of either fire, cold, thunder, lightning, or bludgeoning damage. It has HP equal to 1 of your hit dice and shares your AC and movement speed. You can channel any ki spender through it, causing it to use that ability instead of you. (Flurry of blows with fire instead of punches, etc.) You can command it to take certain actions, but if you don’t it will generally stay within 5 feet of you and attack anything you make a melee attack against if it can get into a position to do so. If it dies, you can resummon it during or after a short rest.

Protection

You and all allies within 15 feet of you gain a bonus to AC equal to ½ your proficiency.

Retribution

You and all allies within 15 feet of you reflect damage. When an enemy hits someone under the effect of this mantra, the attacker takes damage equal to your proficiency before dealing damage.

Salvation

You and all allies within 15 feet of you gain damage reduction equal to half your proficiency when attacked with an elemental damage type (cold, fire, lightning, or thunder).

Unity

You and all allies within 15 feet of you gain advantage on persuasion and deception checks.

Near-Death Experience

Starting at 11th level, when you drop to 0 HP, you regain a number of hit dice worth of HP equal to ½ your proficiency and a number of ki points equal to your proficiency. When this ability takes effect, you are treated as if you’ve used the disengage action for purposes of running away from the thing that killed you. This feature can take effect once per short or long rest.

Seven-Sided Strike

Starting at 17th level, when you make an attack, you can spend 5 ki points to create a field with a radius of 30 feet centered on the target. While in this field, you can teleport freely to a space adjacent to any enemy, and any attacks made during this time deal double damage and have advantage to hit. You can make seven attacks with this ability, then regardless of whether all of them hit, the effect ends.

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